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@superblaubeere27
Created June 8, 2020 13:11
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Render GLSL Shaders in LWJGL
package net.superblaubeere27.glslsandboxrenderer;
import org.lwjgl.*;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.*;
import java.io.IOException;
import java.nio.*;
import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL20.glUseProgram;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;
public class LWJGLMain {
// The window handle
private long window;
private GLSLSandboxShader glslShader;
public void run() {
System.out.println("Starting with LWJGL " + Version.getVersion() + ".");
init();
loop();
// Free the window callbacks and destroy the window
glfwFreeCallbacks(window);
glfwDestroyWindow(window);
// Terminate GLFW and free the error callback
glfwTerminate();
glfwSetErrorCallback(null).free();
}
private void init() {
// Setup an error callback. The default implementation
// will print the error message in System.err.
GLFWErrorCallback.createPrint(System.err).set();
// Initialize GLFW. Most GLFW functions will not work before doing this.
if ( !glfwInit() )
throw new IllegalStateException("Unable to initialize GLFW");
// Configure GLFW
glfwDefaultWindowHints(); // optional, the current window hints are already the default
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creation
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable
// Create the window
window = glfwCreateWindow(1280, 720, "Hello World!", NULL, NULL);
if ( window == NULL )
throw new RuntimeException("Failed to create the GLFW window");
// Setup a key callback. It will be called every time a key is pressed, repeated or released.
glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
if ( key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE )
glfwSetWindowShouldClose(window, true); // We will detect this in the rendering loop
});
// Get the thread stack and push a new frame
try ( MemoryStack stack = stackPush() ) {
IntBuffer pWidth = stack.mallocInt(1); // int*
IntBuffer pHeight = stack.mallocInt(1); // int*
// Get the window size passed to glfwCreateWindow
glfwGetWindowSize(window, pWidth, pHeight);
// Get the resolution of the primary monitor
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// Center the window
glfwSetWindowPos(
window,
(vidmode.width() - pWidth.get(0)) / 2,
(vidmode.height() - pHeight.get(0)) / 2
);
} // the stack frame is popped automatically
// Make the OpenGL context current
glfwMakeContextCurrent(window);
// Enable v-sync
glfwSwapInterval(1);
// Enable platform-specific features like shaders
GL.createCapabilities();
try {
this.glslShader = new GLSLSandboxShader("/noise.fsh");
} catch (IOException e) {
// End execution
throw new IllegalStateException(e);
}
// Make the window visible
glfwShowWindow(window);
}
private void loop() {
long startTime = System.currentTimeMillis();
// Set the clear color
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
// Run the rendering loop until the user has attempted to close
// the window or has pressed the ESCAPE key.
while ( !glfwWindowShouldClose(window) ) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
int width;
int height;
float mouseX;
float mouseY;
try ( MemoryStack stack = stackPush() ) {
IntBuffer pWidth = stack.mallocInt(1); // int*
IntBuffer pHeight = stack.mallocInt(1); // int*
DoubleBuffer pMouseX = stack.mallocDouble(1); // int*
DoubleBuffer pMouseY = stack.mallocDouble(1); // int*
// Get the window size passed to glfwCreateWindow
glfwGetWindowSize(window, pWidth, pHeight);
glfwGetCursorPos(this.window, pMouseX, pMouseY);
width = pWidth.get(0);
height = pHeight.get(0);
mouseX = (float) pMouseX.get(0);
mouseY = (float) pMouseY.get(0);
}
this.glslShader.useShader(width, height, mouseX, mouseY, (System.currentTimeMillis() - startTime) / 1000f);
// Apply the shader to the whole screen
glBegin(GL_QUADS);
glVertex2f(-1f, -1f);
glVertex2f(-1f, 1f);
glVertex2f(1f, 1f);
glVertex2f(1f, -1f);
glEnd();
glUseProgram(0);
glfwSwapBuffers(window); // swap the color buffers
// Poll for window events. The key callback above will only be
// invoked during this call.
glfwPollEvents();
}
}
public static void main(String[] args) {
new LWJGLMain().run();
}
}
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